Welcome to EBAL2D
EBAL2D is a browser-native 2D game engine and creation platform currently in active development.
Our goal is to make building and sharing 2D games more direct:
• create projects in the browser;
• design worlds and gameplay in EBAL2D Studio;
• launch playable previews instantly;
• export independent release builds.
This channel is the official EBAL2D development log. Here you will find:
• major development milestones;
• Studio and engine progress;
• screenshots and playable previews;
• architecture and technology highlights;
• roadmap and release updates.
EBAL2D is still being built from the foundation up. We will share real progress, explain important decisions and clearly distinguish between what is planned, what is in development and what is already working.
Follow the journey and use reactions to let us know which updates you find most interesting.
🌐 https://ebal2d.com
EBAL2D is a browser-native 2D game engine and creation platform currently in active development.
Our goal is to make building and sharing 2D games more direct:
• create projects in the browser;
• design worlds and gameplay in EBAL2D Studio;
• launch playable previews instantly;
• export independent release builds.
This channel is the official EBAL2D development log. Here you will find:
• major development milestones;
• Studio and engine progress;
• screenshots and playable previews;
• architecture and technology highlights;
• roadmap and release updates.
EBAL2D is still being built from the foundation up. We will share real progress, explain important decisions and clearly distinguish between what is planned, what is in development and what is already working.
Follow the journey and use reactions to let us know which updates you find most interesting.
🌐 https://ebal2d.com
Development Update #001 — The Road to Playable Previews
EBAL2D has reached an important architecture milestone: the design of the project-to-preview pipeline is now complete and accepted.
This pipeline will transform a project created in EBAL2D Studio into a deterministic, browser-playable preview.
The architecture establishes several important principles:
• the same project data must always produce a predictable result;
• Studio and Preview remain clearly separated;
• projects can run without turning the editor itself into the game runtime;
• the foundation remains suitable for future testing, sharing and release exports.
Current status
✅ Preview architecture accepted
🟡 Implementation is the next step
⚪️ A public playable preview is not available yet
Next, we will begin building the first complete path from an EBAL2D project to a running browser preview.
EBAL2D is being built foundation-first. Every completed milestone brings us closer to creating, testing and sharing real 2D games directly through the browser.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D has reached an important architecture milestone: the design of the project-to-preview pipeline is now complete and accepted.
This pipeline will transform a project created in EBAL2D Studio into a deterministic, browser-playable preview.
The architecture establishes several important principles:
• the same project data must always produce a predictable result;
• Studio and Preview remain clearly separated;
• projects can run without turning the editor itself into the game runtime;
• the foundation remains suitable for future testing, sharing and release exports.
Current status
✅ Preview architecture accepted
🟡 Implementation is the next step
⚪️ A public playable preview is not available yet
Next, we will begin building the first complete path from an EBAL2D project to a running browser preview.
EBAL2D is being built foundation-first. Every completed milestone brings us closer to creating, testing and sharing real 2D games directly through the browser.
🌐 https://ebal2d.com
#EBAL2D #Devlog
👍2
Why We Are Building EBAL2D
Creating a 2D game often begins long before the first scene appears: installing tools, configuring a project, preparing the runtime and finding a convenient way to share the result.
We believe that process can be more direct.
EBAL2D is being built as a browser-native 2D game engine and creation platform — a connected environment where developers will be able to create a project, test it in a playable preview and export an independent release build.
The browser is not just a place where the final game runs. It is the foundation of the entire workflow.
Our long-term goal is to make 2D game creation:
• easier to access;
• faster to test and share;
• predictable across environments;
• independent from the EBAL2D platform after export.
This does not mean removing depth or hiding every technical decision. It means reducing unnecessary friction while preserving control over the project and its final build.
EBAL2D is still in active development. Today, we are building the architecture and runtime foundations required to make this vision reliable.
That is why we are starting from the foundation — and sharing the journey as it happens.
🌐 https://ebal2d.com
#EBAL2D #Devlog
Creating a 2D game often begins long before the first scene appears: installing tools, configuring a project, preparing the runtime and finding a convenient way to share the result.
We believe that process can be more direct.
EBAL2D is being built as a browser-native 2D game engine and creation platform — a connected environment where developers will be able to create a project, test it in a playable preview and export an independent release build.
The browser is not just a place where the final game runs. It is the foundation of the entire workflow.
Our long-term goal is to make 2D game creation:
• easier to access;
• faster to test and share;
• predictable across environments;
• independent from the EBAL2D platform after export.
This does not mean removing depth or hiding every technical decision. It means reducing unnecessary friction while preserving control over the project and its final build.
EBAL2D is still in active development. Today, we are building the architecture and runtime foundations required to make this vision reliable.
That is why we are starting from the foundation — and sharing the journey as it happens.
🌐 https://ebal2d.com
#EBAL2D #Devlog
🤝2
Development Update #002 — The First Project-to-Preview Slice Is Complete
In our previous development update, we shared the architecture behind the EBAL2D Preview pipeline.
Today, that architecture has become a working foundation.
We have completed and accepted the first end-to-end Project-to-Preview vertical slice. The core parts of EBAL2D can now work together to transform project data, run it through the browser runtime and produce a verified rendered result.
This milestone brings together:
• the deterministic project build path;
• the Runtime and WebAssembly boundary;
• the Browser Host and Preview lifecycle;
• asset loading and runtime residency;
• the rendering pipeline;
• automated and browser-level verification.
The result is not yet a public playable Preview or a complete editor. It is the verified technical path on which those experiences can now be built.
Current status
✅ Project-to-Preview vertical slice complete
✅ Preview verification and audits complete
🟡 Studio shell planning has begun
⚪️ Public Studio and Preview are not available yet
The next stage is focused on establishing the first honest EBAL2D Studio shell — the browser environment where projects will eventually be created and sent into the Preview pipeline.
The foundation is now moving from isolated engine capabilities toward a real creation workflow.
🌐 https://ebal2d.com
📢 https://t.me/ebal2d
#EBAL2D #Devlog
In our previous development update, we shared the architecture behind the EBAL2D Preview pipeline.
Today, that architecture has become a working foundation.
We have completed and accepted the first end-to-end Project-to-Preview vertical slice. The core parts of EBAL2D can now work together to transform project data, run it through the browser runtime and produce a verified rendered result.
This milestone brings together:
• the deterministic project build path;
• the Runtime and WebAssembly boundary;
• the Browser Host and Preview lifecycle;
• asset loading and runtime residency;
• the rendering pipeline;
• automated and browser-level verification.
The result is not yet a public playable Preview or a complete editor. It is the verified technical path on which those experiences can now be built.
Current status
✅ Project-to-Preview vertical slice complete
✅ Preview verification and audits complete
🟡 Studio shell planning has begun
⚪️ Public Studio and Preview are not available yet
The next stage is focused on establishing the first honest EBAL2D Studio shell — the browser environment where projects will eventually be created and sent into the Preview pipeline.
The foundation is now moving from isolated engine capabilities toward a real creation workflow.
🌐 https://ebal2d.com
📢 https://t.me/ebal2d
#EBAL2D #Devlog
Telegram
EBAL2D — Devlog
Official development log for EBAL2D — a browser-native 2D game engine and creation platform.
Development updates, architecture milestones, previews and release notes.
https://ebal2d.com
Development updates, architecture milestones, previews and release notes.
https://ebal2d.com
👍1
Development Update #003 — The First Studio Foundation Is Complete
The first internal foundation of EBAL2D Studio has been completed and accepted.
Studio can now open a project, establish an active project session and display it through the real EBAL2D Preview pipeline inside the browser workspace.
This milestone brings together:
• the initial Studio workspace shell;
• project opening and session management;
• read-only project structure and selection;
• the production Preview runtime embedded into Studio;
• browser and WebGPU lifecycle handling;
• automated and browser-level verification.
This is an important transition for EBAL2D. The engine and Preview pipeline are no longer isolated technical components — they now operate as part of the first verified creation workflow.
Current status
✅ Internal Studio foundation complete
✅ Project-to-Preview integration verified
✅ Browser-level Studio validation complete
⚪️ Public Studio is not available yet
⚪️ Authoring, saving and visual editing are still ahead
The next development stage will focus on the typed intermediate representation and compiler — the foundation required for future visual logic and executable game behavior.
EBAL2D Studio is beginning to take shape, one verified layer at a time.
🌐 https://ebal2d.com
#EBAL2D #Devlog
The first internal foundation of EBAL2D Studio has been completed and accepted.
Studio can now open a project, establish an active project session and display it through the real EBAL2D Preview pipeline inside the browser workspace.
This milestone brings together:
• the initial Studio workspace shell;
• project opening and session management;
• read-only project structure and selection;
• the production Preview runtime embedded into Studio;
• browser and WebGPU lifecycle handling;
• automated and browser-level verification.
This is an important transition for EBAL2D. The engine and Preview pipeline are no longer isolated technical components — they now operate as part of the first verified creation workflow.
Current status
✅ Internal Studio foundation complete
✅ Project-to-Preview integration verified
✅ Browser-level Studio validation complete
⚪️ Public Studio is not available yet
⚪️ Authoring, saving and visual editing are still ahead
The next development stage will focus on the typed intermediate representation and compiler — the foundation required for future visual logic and executable game behavior.
EBAL2D Studio is beginning to take shape, one verified layer at a time.
🌐 https://ebal2d.com
#EBAL2D #Devlog
👍1
Development Update #004 — The First Project Compilation Path Is Complete
EBAL2D has completed and accepted its first project compilation foundation.
A project can now pass through a verified compilation path built around Typed IR — a shared intermediate representation that defines executable game behavior independently from how that behavior was authored.
This milestone establishes:
• a typed semantic model for project logic;
• deterministic compilation and output ordering;
• structured diagnostics for invalid project data;
• a stable boundary between authoring tools and the runtime;
• a shared foundation for future visual logic and TypeScript scripting.
This is an important architectural step. Future authoring methods will not become separate execution systems — they will translate into the same semantic model and follow the same verified path into Preview.
Current status
✅ Typed IR foundation complete
✅ First project compilation path accepted
✅ Compiler diagnostics and deterministic behavior verified
🟡 Visual programming and TypeScript integration are the current development focus
⚪️ Public authoring tools are not available yet
⚪️ The complete creator workflow remains in development
The next stage will connect structured visual logic and a bounded TypeScript path to this shared foundation.
EBAL2D is moving from displaying project content toward defining and executing real game behavior.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D has completed and accepted its first project compilation foundation.
A project can now pass through a verified compilation path built around Typed IR — a shared intermediate representation that defines executable game behavior independently from how that behavior was authored.
This milestone establishes:
• a typed semantic model for project logic;
• deterministic compilation and output ordering;
• structured diagnostics for invalid project data;
• a stable boundary between authoring tools and the runtime;
• a shared foundation for future visual logic and TypeScript scripting.
This is an important architectural step. Future authoring methods will not become separate execution systems — they will translate into the same semantic model and follow the same verified path into Preview.
Current status
✅ Typed IR foundation complete
✅ First project compilation path accepted
✅ Compiler diagnostics and deterministic behavior verified
🟡 Visual programming and TypeScript integration are the current development focus
⚪️ Public authoring tools are not available yet
⚪️ The complete creator workflow remains in development
The next stage will connect structured visual logic and a bounded TypeScript path to this shared foundation.
EBAL2D is moving from displaying project content toward defining and executing real game behavior.
🌐 https://ebal2d.com
#EBAL2D #Devlog
Development Update #005 — Two Authoring Paths, One Foundation
EBAL2D has completed and accepted the first authoring layer built on top of its shared compilation foundation.
Project behavior can now be described through two verified paths:
• structured visual logic;
• a bounded TypeScript project module.
Both paths are translated into the same canonical Typed IR, compiled through the same deterministic pipeline and delivered to the existing Preview runtime.
This means visual authoring and scripting do not become separate execution systems. They share one semantic model, one compiler boundary and the same rules for validation and diagnostics.
The TypeScript source is parsed and lowered into the shared representation — it is not executed directly. This keeps project behavior controlled, portable and predictable.
Current status
✅ Structured visual logic path complete
✅ Bounded TypeScript authoring path complete
✅ Shared compilation and Preview integration verified
✅ Automated and browser-level validation complete
⚪️ Public authoring tools are not available yet
⚪️ A complete visual editor and general-purpose scripting remain ahead
The next stage will focus on core 2D gameplay systems built on this foundation, including transforms, input, motion, collisions and camera behavior.
EBAL2D can now move from defining how game behavior is authored to building the systems that make it act inside the runtime.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D has completed and accepted the first authoring layer built on top of its shared compilation foundation.
Project behavior can now be described through two verified paths:
• structured visual logic;
• a bounded TypeScript project module.
Both paths are translated into the same canonical Typed IR, compiled through the same deterministic pipeline and delivered to the existing Preview runtime.
This means visual authoring and scripting do not become separate execution systems. They share one semantic model, one compiler boundary and the same rules for validation and diagnostics.
The TypeScript source is parsed and lowered into the shared representation — it is not executed directly. This keeps project behavior controlled, portable and predictable.
Current status
✅ Structured visual logic path complete
✅ Bounded TypeScript authoring path complete
✅ Shared compilation and Preview integration verified
✅ Automated and browser-level validation complete
⚪️ Public authoring tools are not available yet
⚪️ A complete visual editor and general-purpose scripting remain ahead
The next stage will focus on core 2D gameplay systems built on this foundation, including transforms, input, motion, collisions and camera behavior.
EBAL2D can now move from defining how game behavior is authored to building the systems that make it act inside the runtime.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D
EBAL2D — Browser-Native 2D Game Engine
EBAL2D is a browser-native 2D game engine and creation platform for building, editing and testing interactive 2D worlds.
Development Update #006 — Core 2D Gameplay Systems Are Running
EBAL2D has completed and accepted its first integrated set of core 2D gameplay systems.
The engine can now take structured project behavior through the shared compilation pipeline and execute it as part of a deterministic gameplay session.
This milestone brings together:
• logical player input;
• spatial and transform state;
• velocity-based movement;
• fixed-step simulation;
• collision processing;
• camera behavior;
• presentation of the resulting game state.
These systems are not isolated prototypes. They are connected to the existing EBAL2D creation path:
authoring → Typed IR → compiled Runtime program → gameplay execution → Preview
The complete path has also been verified through the real Studio-to-Preview workflow in Chromium.
Current status
✅ Core 2D gameplay systems complete
✅ Deterministic gameplay scheduling verified
✅ Compiled behavior connected to the Runtime
✅ Studio-to-Preview browser path verified
⚪️ Public Studio and Preview are not available yet
⚪️ Complete gameplay tooling and authoring UI remain in development
The next stage will focus on validating a versioned plugin boundary for future community-created authoring blocks, while keeping executable game behavior inside the same controlled Typed IR pipeline.
EBAL2D has moved beyond defining game behavior — the first complete gameplay foundation is now running through the engine.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D has completed and accepted its first integrated set of core 2D gameplay systems.
The engine can now take structured project behavior through the shared compilation pipeline and execute it as part of a deterministic gameplay session.
This milestone brings together:
• logical player input;
• spatial and transform state;
• velocity-based movement;
• fixed-step simulation;
• collision processing;
• camera behavior;
• presentation of the resulting game state.
These systems are not isolated prototypes. They are connected to the existing EBAL2D creation path:
authoring → Typed IR → compiled Runtime program → gameplay execution → Preview
The complete path has also been verified through the real Studio-to-Preview workflow in Chromium.
Current status
✅ Core 2D gameplay systems complete
✅ Deterministic gameplay scheduling verified
✅ Compiled behavior connected to the Runtime
✅ Studio-to-Preview browser path verified
⚪️ Public Studio and Preview are not available yet
⚪️ Complete gameplay tooling and authoring UI remain in development
The next stage will focus on validating a versioned plugin boundary for future community-created authoring blocks, while keeping executable game behavior inside the same controlled Typed IR pipeline.
EBAL2D has moved beyond defining game behavior — the first complete gameplay foundation is now running through the engine.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D
EBAL2D — Browser-Native 2D Game Engine
EBAL2D is a browser-native 2D game engine and creation platform for building, editing and testing interactive 2D worlds.
Development Update #007 — A Safe Foundation for Future Plugins
EBAL2D has completed and accepted its first versioned Plugin ABI foundation.
This establishes a controlled boundary through which future plugins will be able to extend authoring capabilities without introducing a separate game runtime or bypassing the existing Typed IR pipeline.
The completed foundation includes:
• explicit API, ABI, schema and package versioning;
• deny-by-default, scoped plugin capabilities;
• lifecycle and generation-safe replacement rules;
• atomic registry updates and rollback behavior;
• compatibility and conformance validation;
• automated verification integrated into CI.
Executable game behavior remains inside the same deterministic pipeline used by EBAL2D projects. Plugins cannot silently introduce an alternative compiler, runtime, scheduler or rendering path.
Current status
✅ Versioned Plugin ABI foundation complete
✅ Capability and lifecycle boundaries accepted
✅ Registry and atomic update behavior verified
✅ Conformance and CI verification complete
⚪️ Public plugin marketplace is not available
⚪️ Hosted moderation and benchmarking services remain future work
⚪️ Arbitrary executable plugins are not supported
The next stage will focus on production asset streaming: loading, residency budgets, GPU uploads, deterministic eviction and safe reloading inside Preview.
EBAL2D can now grow toward an extensible ecosystem without compromising the predictable foundation already built.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D has completed and accepted its first versioned Plugin ABI foundation.
This establishes a controlled boundary through which future plugins will be able to extend authoring capabilities without introducing a separate game runtime or bypassing the existing Typed IR pipeline.
The completed foundation includes:
• explicit API, ABI, schema and package versioning;
• deny-by-default, scoped plugin capabilities;
• lifecycle and generation-safe replacement rules;
• atomic registry updates and rollback behavior;
• compatibility and conformance validation;
• automated verification integrated into CI.
Executable game behavior remains inside the same deterministic pipeline used by EBAL2D projects. Plugins cannot silently introduce an alternative compiler, runtime, scheduler or rendering path.
Current status
✅ Versioned Plugin ABI foundation complete
✅ Capability and lifecycle boundaries accepted
✅ Registry and atomic update behavior verified
✅ Conformance and CI verification complete
⚪️ Public plugin marketplace is not available
⚪️ Hosted moderation and benchmarking services remain future work
⚪️ Arbitrary executable plugins are not supported
The next stage will focus on production asset streaming: loading, residency budgets, GPU uploads, deterministic eviction and safe reloading inside Preview.
EBAL2D can now grow toward an extensible ecosystem without compromising the predictable foundation already built.
🌐 https://ebal2d.com
#EBAL2D #Devlog
EBAL2D
EBAL2D — Browser-Native 2D Game Engine
EBAL2D is a browser-native 2D game engine and creation platform for building, editing and testing interactive 2D worlds.
